Re: slight OT: they want what we got!

Date : Wed, 02 May 2007 19:43:26 +0200
To : XSI(at)Softimage.COM
From : Andy Jones <andy(at)thefront.com>
Subject : Re: slight OT: they want what we got!
Which reminds me -- I've been meaning to request some sort of non-overlapping clusters... Sort of like a miniature pass system with "partitions" for polygons. Like, there's a default cluster, and when you add polys to another one, they get pulled out of the default. Maybe what we really need is just some sort of generic "set manager" that attaches to things like clusters or partitions or groups and automatically manages the membership according to some set of rules and filters...

- Andy

Steven Caron wrote:

hmmm...didn't think about overlapping clusters...

steven

On 5/2/07, *Halfdan Ingvarsson* <hingvars(at)softimage.com <mailto:hingvars(at)softimage.com>> wrote:

    Polygon clusters already are a type of a meta-object (actually a
    sub-object is more apt).

    The fun part starts when you have to consider overlapping clusters
    and visibility overrides on them. For example: Cluster A and B
    overlap. If you set cluster A to be non-visible (render/viewport),
    will it reveal the overlapped section covered by B?

    - ½

    -----Original Message-----
    From: owner-xsi(at)Softimage.COM <mailto:owner-xsi(at)Softimage.COM>
    [mailto:owner-xsi(at)Softimage.COM <mailto:owner-xsi(at)Softimage.COM>]
    On Behalf Of Alan Jones
    Sent: 02-May-2007 07:29
    To: XSI(at)Softimage.COM <mailto:XSI(at)Softimage.COM>
    Subject: Re: slight OT: they want what we got!

    Yeah, but it's so annoying to go digging in there. ;-) Oh and I
    forgot to mention being able to add them to groups/partitions
    which would override inherited properties the same way
    groups/partitions override branch inherited properties etc now.

    Cheers,

    Alan.

    On 5/2/07, Andy Nicholas <andy(at)andynicholas.com
    <mailto:andy(at)andynicholas.com>> wrote:
    > Sounds good.
    >
    > Actually, if they implemented it like that, they could just
    place the
    > meta objects in the same place as the clusters currently are... and
    > call them clusters ;-D No need to tell anyone anything - except the
    > improvement in cluster functionality!
    >
    >
    >
    >
    > > Hi Andy,
    > >
    > > Well I was thinking with the metaobject (object fixed
    underneath the
    > > original mesh) that it would be pretty consistent with current XSI
    > > behaviour beyond being fixed.
    > >
    > > So by default it would inherit visibility etc from the parent
    object
    > > (that would be a difference between a real object - it could
    inherit
    > > local properties from it's parent as well as branch ones). Though
    > > you could still make local versions of them etc.
    > >
    > > I'd probably see implementing it as being done by keeping the
    > > existing cluster system in place, but having the ability to
    create a
    > > meta-object from clusters (possibly only polygon clusters as they
    > > relate directly to renderable items whereas edges etc don't).
    > >
    > > Limit materials to only being appliable to objects (and
    > > meta-objects)
    > > - i.e. remove that from clusters to ensure consistency. Backwards
    > > compatibility would just convert clusters with materials to
    > > meta-objects and apply the material.
    > >
    > > Meta-objects should only behave like objects for the purposes of
    > > properties (like visibility) and materials. They should have no
    > > construction history etc as the stack already has operators which
    > > can only be applied to clusters.
    > >
    > > This would give you a robust framework for handling properties on
    > > clusters while maintaining consistency with the rest of the
    > > architecture. It also doesn't require the overhead of a real
    object
    > > (such as a transform state etc).
    > >
    > > Cheers,
    > >
    > > Alan.
    > >
    > > On 5/2/07, Andy Jones <andy(at)thefront.com
    <mailto:andy(at)thefront.com> > wrote:
    > >> That's a nice idea.  There are a couple of potential problems
    I can
    > >> think of, but they might all be solvable.  One is that
    objects are
    > >> really heavy in XSI.  One of the big reasons we use clusters
    is to
    > >> make our scenes lighter.  Another problem is that a lot of
    > >> properties of the cluster (most notably visibility) are
    effectively
    > >> overridden by the properties of the object in some sense.  So,
    > >> you'd have to find a way to make the interface and implementation
    > >> consistent.  I think ultimately, it doesn't really make much
    > >> difference whether the clusters look like objects or not,
    because they fundamentally can't work like objects.
    > >> Unless they can...  But to me, the concept of a polygon cluster
    > >> makes a lot of sense.  We just need the ability to control
    them a little better.
    > >>
    > >> On the other hand, something similar that I think could be
    useful
    > >> is a nice, integrated way to make "blown apart" objects,
    where you
    > >> have several objects that are essentially extracted polygons from
    > >> one single mesh.  For example, this could be a way to get a
    lot of
    > >> control over different parts of character meshes, where for the
    > >> purpose of enveloping you want a single mesh, but for
    > >> materialization and passes, separate objects are
    beneficial.  So,
    > >> if you've got a character where the clothes are sort of
    attached to
    > >> the skin, you can still deal with the skin and clothes like
    they're
    > >> totally different objects.  You can of course do this sort of
    thing
    > >> in the software in several ways already, but it's ugly.  Of
    course,
    > >> if clusters are improved a little, the need to do this sort of
    > >> thing decreases.  But there are still probably cases where
    you want smooth, continuous surfaces that behave like multiple
    objects.
    > >>
    > >> - Andy
    > >>
    > >> Alan Jones wrote:
    > >>
    > >> > Why not just have clusters appear as objects instead? Or at
    least
    > >> > a metaobject which has an unfreezable history linked to the
    > >> > cluster under the original object? Disable applying materials
    > >> > onto the original cluster and only have them apply to the
    > >> > metacluster object. I can't see any disadvantage to having the
    > >> > metaobject fixed underneath the original object.
    > >> >
    > >> > Cheers,
    > >> >
    > >> > Alan.
    > >> >
    > >> > On 5/2/07, Guillaume Laforge < guillaume(at)alamaison.fr
    <mailto:guillaume(at)alamaison.fr>> wrote:
    > >> >
    > >> >>
    > >> >> >...If I'm not misunderstanding the  setup you're
    describing, I
    > >> >> >think it also has the problem that you
    > >> >> can't
    > >> >> > override the same material on two different clusters two
    > >> >> > different ways.  So, for example, if you want to make a
    set of
    > >> >> > objects blue
    > >> and
    > >> >> > another set of objects green, you can't really gaurantee
    that
    > >> >> > it's possible if you're using cluster materials.
    > >> >>
    > >> >> I completely agree Andy. For this scenario, it is not
    really an
    > >> >> "override cluster material" problem but just the actual design
    > >> >> of cluster object in xsi.
    > >> >>
    > >> >> To be able to drag and drop clusters in partitions could be
    > >> >> handy but it could be really messy too. A such re-design work
    > >> >> doesn't look
    > >> simple.
    > >> >> Maybe a "Partition Material Manager" showing only objects,
    > >> >> clusters and materials like this :
    > >> >>
    > >> >> partition A :
    > >> >> ____Material A used by "objects A" and "object Z.cluster 1".
    > >> >> ____Material B used by "objects Z" and "object A.cluster 1".
    > >> >>
    > >> >> partition B :
    > >> >> ____Material A used by "objects C" and "object Z.cluster 2".
    > >> >> ____Material B used by "objects D" and "object A.cluster 2".
    > >> >>
    > >> >>
    > >> >> The UI will have to be extremely user friendly to avoid
    headache ;-).
    > >> >>
    > >> >> > I think we need a) a much improved implementation of the
    > >> >> > "texture
    > >> map"
    > >> >>
    > >> >> 100% agree. "texture map" are really useful and to be able to
    > >> >> apply them on a cluster would be nice. Again, it looks like a
    > >> >> re-design of the actual cluster object.
    > >> >>
    > >> >> About the texture map property, it could be really useful
    if we
    > >> >> could use them for the bump too...
    > >> >>
    > >> >>
    > >> >> 1/2
    > >> >>
    > >> >> --
    > >> >> Guillaume Laforge | La Maison
    > >> >>
    > >> >>
    > >> >>
    > >> >> On Wed, 02 May 2007 01:03:50 +0200, Andy Jones
    > >> >> <andy(at)thefront.com <mailto:andy(at)thefront.com>>
    > >> >> wrote:
    > >> >> > This is my experience as well.  The hack of getting at
    cluster
    > >> >> materials
    > >> >> > through proxy objects, while occasionally a useful hack,
    isn't
    > >> >> really a
    > >> >> > scalable production-worthy strategy.  If I'm not
    > >> >> > misunderstanding
    > >> the
    > >> >> > setup you're describing, I think it also has the problem
    that
    > >> >> > you
    > >> >> can't
    > >> >> > override the same material on two different clusters two
    > >> >> > different ways.  So, for example, if you want to make a
    set of
    > >> >> > objects blue
    > >> and
    > >> >> > another set of objects green, you can't really gaurantee
    that
    > >> >> > it's possible if you're using cluster materials.  Also,
    this
    > >> >> > doesn't
    > >> >> give you
    > >> >> > cluster visibility control, or overall material overrides.
    > >> >> > Just
    > >> >> shader
    > >> >> > overrides.
    > >> >> >
    > >> >> > I think we need a) a much improved implementation of the
    > >> >> > "texture
    > >> map"
    > >> >> > property that works with clusters and allows mapping of
    > >> >> > values,
    > >> >> textures
    > >> >> > and shader sub-trees, b) a way to put clusters in
    partitions
    > >> >> > (with
    > >> >> some
    > >> >> > of the logical conundrums worked out.  Like, is every
    cluster
    > >> >> > in
    > >> the
    > >> >> > background objects partition?), and c) a thing I've never
    > >> >> > actually
    > >> >> heard
    > >> >> > anyone ask for yet:
    > >> >> >
    > >> >> > Multiple partition sets.  Currently, in each pass, you
    get one
    > >> >> > set
    > >> of
    > >> >> > partitions and they're mutually exclusive.  So, you have to
    > >> >> > define properties at the most granular level, with objects
    > >> >> > sorted into
    > >> >> lots of
    > >> >> > highly specific categories.  Instead, I'm proposing that it
    > >> >> > should
    > >> be
    > >> >> > possible to have sets of partitions grouped together so that
    > >> they're
    > >> >> > only exclusive within each group.  That way, you could have,
    > >> >> > for example, a dedicated partition set just for dealing
    with
    > >> visibility.
    > >> >> > Then, you'd do all your shader stuff elsewhere.  In the
    > >> >> > current implementation, you end up with a horrible
    > >> >> > multiplicitive
    > >> >> relationship,
    > >> >> > the more things you try to control, forcing you to need lots
    > >> >> > of partitions with highly specific behaviors that are
    > >> >> > difficult to understand.  I think with objects, it's not so
    > >> >> > bad, but once you
    > >> start
    > >> >> > partitioning at the cluster level, you really need
    something
    > >> >> > more specific.  Especially since overrides for clusters
    often
    > >> >> > work a
    > >> little
    > >> >> > differently than overrides for objects.
    > >> >> >
    > >> >> > - Andy
    > >> >> >
    > >> >> > Graham D Clark wrote:
    > >> >> >
    > >> >> >> Hey Guillaume, yeah thats similar to the technique I
    setup on
    > >> >> Barnyard
    > >> >> >> for subassets, using dummy geo as a standin and presets to
    > >> >> >> switch
    > >> to
    > >> >> >> various subassets so we didn't have to have tons of extra
    > >> >> >> models
    > >> of
    > >> >> >> characters with only a few parameter differences.
    > >> >> >> Unfortunately things change in a story and we have to
    rebuild
    > >> assets
    > >> >> >> and then automate the cluster overrides and presets,
    and for
    > >> >> >> some
    > >> >> damn
    > >> >> >> reason it didn't always work (not suprising being a
    kludge)
    > >> requiring
    > >> >> >> manual eval by a TD each time.
    > >> >> >> And you've touched on our tracking issue requiring
    attaching
    > >> >> >> a
    > >> >> node to
    > >> >> >> the model.
    > >> >> >>
    > >> >> >> Regarding passes SDK no its not impossible, we did it
    too, it
    > >> >> >> just wasnt as pleasant as the rest of XSIs areas via SDK
    > >> >> >> (except for fxtree), The partitions part still needs work.
    > >> >> >
    > >> >> >
    > >> >> > -
    > >> >>
    > >> >>
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